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For every archetype or discipline they add, they need to add increasing amounts of skills/abilities. This makes it hard for ACE to create a large and varying set of archetypes and skills. I am not sure I would be comfortable with suggesting such an overhead to the developers.

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I'm not sure what you mean by professions. I was under the impression that crafting skills were going to be treated like any other. Potential determined by archetype/promotion/disciplines, then trained as you see fit.

IE: A forgemaster would start innately with a Platesmithing cap of 75, could promote to a crafting-heavy Promotion class for another 25, then pick a discipline for another 15, giving a final Platesmithing cap of 115. A knight on the other hand could start with a cap of 65, could promote for another 20, and pick the same discipline for 15, giving them 100. The two characters would be vastly different, but could both potentially be blacksmiths. In either case, points put into training Platesmithing would come at the cost of other skills, meaning the character would be less effective in combat. (Though the promotion class could offer some combat utility that you'd really only see on that type of character)

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Didn't Todd or Thomas say something about everyone being able to pick up any weapon?

Wish I bookmarked stuff.

I am sure that doesn't apply to shields though

They did, but they also said every character may not have access to skills and training for every weapon. So you could probably use a shield, but you'd be as effective with it as an untrained newbie if you tried to use it on a combo that didn't have access to it.

You'd need discs to go off-class, and I'd imagine in some cases there simply aren't any options to train specific types of gear no matter what you do.

Edited May 8, 2015 by PopeUrban

Rub rock on face and say "Yes food is eaten now time for fight"

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They did, but they also said every character may not have access to skills and training for every weapon. So you could probably use a shield, but you'd be as effective with it as an untrained newbie if you tried to use it on a combo that didn't have access to it.

You'd need discs to go off-class, and I'd imagine in some cases there simply aren't any options to train specific types of gear no matter what you do.

Yeah..

Armor, including shields, are probably archetype bound.

This game looks like a larger scale version of marvel heroes so far with forts. - nephiral marts 7 2015

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i know everyone will be able to carry any weapon and everyone will be able to leaner every profession and i know that there will be disciplines,which aren't nothing else than sub classes for your bas class.

i am talking about combat skills that are bound to your profession rather than your archetype and discipline.

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I've sort of assumed that we're going to have a set of abilities, and our skills will be, for the most part, modifying stats of those abilities. Like how you can train your basic Gunnery skills in Eve, but then you can train up the support skills like Controlled Bursts, Trajectory Analysis, Surgical Strike, etc.

New combat skills for crafters feels a bit iffy to me, I'd thought going crafting was supposed to reduce your combat effectiveness, not improve it? (Assuming skill suggestions are improvements/addons and not replacements for more powerful stuff)

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I'd hate to say it but often times blacksmiths make EXCELLENT footsoldiers. They can usually tell at a glance the weak point in armor, can make field repairs on the fly that don't suck, and frankly crafting with metal is a thing that hones and tones your body into one strong and lasting machine. I know 3 people who dabble in blacksmithing and all 3 of them are strong as an ox and can bloody outlast most anyone in terms of raw stamina due to the long hours spent pounding metal at the same tempo (speed your tempo up suddenly you cause cracks and slow it down and you take longer as the metal is cooling too much). On top of ALL of that, they learn serious patience which in hand to hand fighting is extremely important, the impatient fighter nigh always loses due to opening themselves up in their frustraition.

So....certain crafting skills SHOULD grant benefits to combat IMO.

"Lawful Good does not always mean Lawful Nice."

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I'd hate to say it but often times blacksmiths make EXCELLENT footsoldiers. They can usually tell at a glance the weak point in armor, can make field repairs on the fly that don't suck, and frankly crafting with metal is a thing that hones and tones your body into one strong and lasting machine. I know 3 people who dabble in blacksmithing and all 3 of them are strong as an ox and can bloody outlast most anyone in terms of raw stamina due to the long hours spent pounding metal at the same tempo (speed your tempo up suddenly you cause cracks and slow it down and you take longer as the metal is cooling too much). On top of ALL of that, they learn serious patience which in hand to hand fighting is extremely important, the impatient fighter nigh always loses due to opening themselves up in their frustraition.

So....certain crafting skills SHOULD grant benefits to combat IMO.

ye thats exactly what i meant,not just active skills but an impact on your stats overall and/or passive skills that strengthen your character.